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Tabaxi

Age, Tabaxi live for around 70-80 years, reaching adulthood around the age of 16.   Size, Tabaxi stand around 4-7ft tall. Your size is small or medium.   Speed, your base walking speed is 30 feet.   Darkvision, you can see in dim light within 60ft of you as if it were bright light and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.   With Tooth and Claw, your unarmed attacks deal 1d6 Slashing or Piercing damage and have the finesse property. You also get a movement speed of 20ft suffer no movement penalties when doing so.   Cat's Talent, you have proficiency in the Perception and Stealth skills   Feline Agility, Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.   Languages, you can speak, read, and write Common and Tabaxi.  

Subraces

 

Cheetara

Back Alley Dwellers, you have advantage on all Slight of Hand and Stealth checks whilst in crowded areas   Sprinter, when you use your Feline Agility trait you can move without invoking any attacks of opportunity.  

Lyron

Powerful build, you count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.   Brave, you have advantage on saves against any effect that would impose the frightened condition.   Mighty Roar, in battle, as an action, you can let out a terrifying roar forcing all enemy's with 30ft that can hear you to make a WIS save (Dc = 8 + Proficiency bonus + Strength modifier) or become frightened of you until that start of your next turn or until they take damage. If the creature cannot see you they have disadvantage on the save. You may use this trait a number of times equal to your proficiency bonus, recharging all spent uses after a long rest.  

Panthera

Night Prowler, whilst in hidden you can use an action to pounce onto an unsuspecting enemy with 15ft allowing you to make a melee attack against them. If you hit your attack deals an extra 2d4 damage. This damage increases by 1d4 when you reach 5th level (3d4), 11th level (4d4), and 17th level (5d4).    Acrobatic Fall, you receive no damage from the first 20ft of falling. and have resistance to falling damage when not in heavy armour.  

Tigris

Razor Claws, your unarmed attack damage increases to 1d8   Blood Hunt, if an enemy is below their max health you deal an extra 1d4 damage on all attacks against them.

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